Samphaa7 Posted February 8 Posted February 8 Hi, I'm trying to get GrassMode 2 to work with a modified version of Nolvus. Dyndolod appears to have completed everything fine, but in game, the grass in neargrids isn't there. If I use TFC and fly to where the grass is missing, it fades in, and continues to fade in right up until fargrids. But when exiting free cam and going back to player perspective, the grass fades out again. I also very occasionally get leftover 2d grass billboards where there should be full grass, as seen in the third image. I can only assume it's an ini setting somewhere, I've adjusted overwrite grass distance and overwrite grass fade range in the grasscontrol.ini to no avail. https://drive.google.com/file/d/1Ap6oLI6-K-z-kChq6SeUYkf85PReN4Uj/view https://drive.google.com/file/d/10J8pAcow5pA4AKX10JC7168X86Xpe4rI/view https://drive.google.com/file/d/1v6fs_lA3PJOpeUW0CSqhTUN8UtOCuC6G/view Pastebin says the log is too big, so I've posted it to my google drive, hopefully it works Log: https://drive.google.com/file/d/11SzAMyO7EfkZpF72gKVrF-79Be0boAe_/view?usp=sharing Any help greatly appreciated, I feel like I'm almost there, just the last little piece needs ironing out. Thanks
sheson Posted February 8 Author Posted February 8 18 minutes ago, Samphaa7 said: Hi, I'm trying to get GrassMode 2 to work with a modified version of Nolvus. Dyndolod appears to have completed everything fine, but in game, the grass in neargrids isn't there. If I use TFC and fly to where the grass is missing, it fades in, and continues to fade in right up until fargrids. But when exiting free cam and going back to player perspective, the grass fades out again. I also very occasionally get leftover 2d grass billboards where there should be full grass, as seen in the third image. I can only assume it's an ini setting somewhere, I've adjusted overwrite grass distance and overwrite grass fade range in the grasscontrol.ini to no avail. https://drive.google.com/file/d/1Ap6oLI6-K-z-kChq6SeUYkf85PReN4Uj/view https://drive.google.com/file/d/10J8pAcow5pA4AKX10JC7168X86Xpe4rI/view https://drive.google.com/file/d/1v6fs_lA3PJOpeUW0CSqhTUN8UtOCuC6G/view Pastebin says the log is too big, so I've posted it to my google drive, hopefully it works Log: https://drive.google.com/file/d/11SzAMyO7EfkZpF72gKVrF-79Be0boAe_/view?usp=sharing Any help greatly appreciated, I feel like I'm almost there, just the last little piece needs ironing out. Thanks Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. https://dyndolod.info/Help/Grass-LOD In the vanilla game full grass only renders in active exterior cells. No Grass In Objects can render full grass outside the active exterior cells in the LOD area. https://dyndolod.info/Help/Grass-LOD#Settings The settings file for No Grass in Objects is either ..\Data\NetScriptFramework\Plugins\GrassControl.config.txt or ..\Data\SKSE\Plugins\GrassControl.ini depending on the used version. The setting names are not equal, but very similar, in the GrassCtronl.ini dashes - are inserted. Below both are given separated by forward slash /. The GrassControl.ini is created by running the game once or can be downloaded from the optional files section. With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which is better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts. https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD Grass LOD was generated with mode 2 but full grass is not being rendered to the edge of the uLargeRefLODGridSize with the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting in No Grass In Objects as explained above in the section Settings. NGIO controls distances of full grass. See above and refer to its description/documentation. DynDOLOD does not affect full grass in any way. Near and Far Grid are distances for dynamic LOD. See https://dyndolod.info/Help/Dynamic-LOD None of the screenshots seem to show the second problem. If there is an area (cell) outside the active cell area inside the large reference grid that shows both full grass and LOD grass at the same time, report its cell coordinates. https://dyndolod.info/Help/Mod-Configuration-Menu-NG#You-Are-Here
Samphaa7 Posted February 8 Posted February 8 Turns out all I had to do was increase the grass fade slider in the game main menu, what an idiot🤦♂️
sheson Posted February 8 Author Posted February 8 15 minutes ago, Samphaa7 said: Turns out all I had to do was increase the grass fade slider in the game main menu, what an idiot🤦♂️ The DynDOLOD-Grass-Mode INI setting set to 1 or 2 overwrites the grass distance slider when starting the game. Changing the grass distance slider in the game overwrites the DynDOLOD-Grass-Mode until the game is restarted.
Samphaa7 Posted February 8 Posted February 8 7 minutes ago, sheson said: The DynDOLOD-Grass-Mode INI setting set to 1 or 2 overwrites the grass distance slider when starting the game. Changing the grass distance slider in the game overwrites the DynDOLOD-Grass-Mode until the game is restarted. You are correct. Just restarted and the slider was back to being far on the left side. I take it you're referring to the Dyndolod Grass Mode setting in the NGIO grasscontrol.ini? If so, can I just disable it in MO2 to stop it overwriting? I don't need it anymore, do I?
sheson Posted February 8 Author Posted February 8 1 hour ago, Samphaa7 said: You are correct. Just restarted and the slider was back to being far on the left side. I take it you're referring to the Dyndolod Grass Mode setting in the NGIO grasscontrol.ini? If so, can I just disable it in MO2 to stop it overwriting? I don't need it anymore, do I? Read the links and quotes in this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/733/#findComment-289048 NGIO is required to show full grass outside the active cells. The NGIO INI settings need to be used to control the full grass distance. Refer to its description, explanations in its INI, help forum/comments.
maribaken Posted February 8 Posted February 8 Hi, I've been trying to get a good color match on the grass LOD seam for days now, without any luck. I've tried changing Texgen Direct/Ambient settings & DynDolod ComplexGrassBrightness*/ComplexGrassBacklightMask, and whenever I get something that looks good, I wait a few hours in game and it looks like **** again. I've tried searching for solutions but all answers I've found is related to adjusting the above settings, or changing ENB preset or Grass mod. Before I do that I would like to verify that this issue is indeed unsolvable on the grass cache/texgen/dyndolod side of things; Maybe I'm just doing something wrong. I'm using Verdant with complex grass, Rudy ENB for Obsidian weathers with Lux. Here is a link with screenshots, logs etc. : https://www.mediafire.com/folder/dyyvdh9i95m7l/Seam_issue As an example, with my current settings (see .inis in links), during some weathers/times of day I get very dark grass LOD on the side facing away from the sun (ScreenShot109.png). But with the same settings I also get too bright grass LOD during other weathers/time of day (ScreenShot102.png), also on the side facing away from the sun. From the guides I would increase ComplexGrassBacklightMask to solve 109, but that would make 102 worse. Is it theoretically possible to adjust the settings to account for all scenarios? Is the ENB causing the problem? Thanks,
aazz Posted February 9 Posted February 9 (edited) 17 hours ago, sheson said: If this error repeatable? Restart MO2 / PC. Doublecheck in MO2 right window Data tab that the NIF you uploaded is really the winning one in the load order. Also upload ..\Meshes\cotn\dawnstar\lod\dawnstarhouse06_lod.nif and C:\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt if it exists This is not related to LODGen. Also unrelated, but you probably want to run TexGen first to update the outdated billboards. See https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture https://mega.nz/file/KQxnjZbC#-ny_hkTJ9bnxg7xnAYb-O61n4zKw4tGNUPPQ1rI5DV4 This is the LOD file. https://www.nexusmods.com/skyrimspecialedition/mods/85242 This mesh came from this mod. I'm currently re-running dyndolod to get the grass lod colors right. I seem to get this error about once every three attempts. Thanks for the reply! Oh, I have one more question. Every time I run dyndolod again, it always starts a new texgen. Did I do something wrong? Edited February 9 by aazz
sheson Posted February 9 Author Posted February 9 7 hours ago, aazz said: https://mega.nz/file/KQxnjZbC#-ny_hkTJ9bnxg7xnAYb-O61n4zKw4tGNUPPQ1rI5DV4 This is the LOD file. https://www.nexusmods.com/skyrimspecialedition/mods/85242 This mesh came from this mod. I'm currently re-running dyndolod to get the grass lod colors right. I seem to get this error about once every three attempts. Thanks for the reply! Oh, I have one more question. Every time I run dyndolod again, it always starts a new texgen. Did I do something wrong? Is this a spinning hard disk or external drive and not an internal SSD? There might be a problem getting data correctly into memory. Make sure that nothing like antivir etc. interferes by adding exceptions. Verify with prime95 and OCCT that the system is stable. How is DynDOLOD starting TexGen exactly? Provide logs, steps required to reproduce. TexGen has its own exe.
sheson Posted February 9 Author Posted February 9 14 hours ago, maribaken said: Hi, I've been trying to get a good color match on the grass LOD seam for days now, without any luck. I've tried changing Texgen Direct/Ambient settings & DynDolod ComplexGrassBrightness*/ComplexGrassBacklightMask, and whenever I get something that looks good, I wait a few hours in game and it looks like **** again. I've tried searching for solutions but all answers I've found is related to adjusting the above settings, or changing ENB preset or Grass mod. Before I do that I would like to verify that this issue is indeed unsolvable on the grass cache/texgen/dyndolod side of things; Maybe I'm just doing something wrong. I'm using Verdant with complex grass, Rudy ENB for Obsidian weathers with Lux. Here is a link with screenshots, logs etc. : https://www.mediafire.com/folder/dyyvdh9i95m7l/Seam_issue As an example, with my current settings (see .inis in links), during some weathers/times of day I get very dark grass LOD on the side facing away from the sun (ScreenShot109.png). But with the same settings I also get too bright grass LOD during other weathers/time of day (ScreenShot102.png), also on the side facing away from the sun. From the guides I would increase ComplexGrassBacklightMask to solve 109, but that would make 102 worse. Is it theoretically possible to adjust the settings to account for all scenarios? Is the ENB causing the problem? Thanks, https://dyndolod.info/Help/Grass-LOD#Settings Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. You might want to test what happens with the effect disabled. Quote From the guides I would increase ComplexGrassBacklightMask to solve 109, but that would make 102 worse. Have you actually tried or are you just assuming the results? See second half of this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/720/#findComment-288655 about backlighting and the posts it links to and about an alternative version of DynDOLOD_flat_4x2alt2_lod.nif to try.
aazz Posted Tuesday at 07:30 AM Posted Tuesday at 07:30 AM Hello. I apologize for asking questions every day, but I have a problem that won't be resolved no matter how many times I try to restart. I'm using Nature of the Wild Lands and the LOD of level0 and Billboard1 are very different. When I looked at the DynDOLOD_SSE_Tree_Report report, the level0 lod of this tree is pine_common_big03_summer_9545d40fpassthru_lod.nif. When you open the nif file, it looks like this, but in the game, all the leaves are gone. This is the texture of Billboard1 generated in texgen. I think Billboard1 is output normally, but the problem is that all the leaves on level 0 have disappeared. https://mega.nz/file/eFJQjAbY#Ero9JhEX3onm9_9gkIMKE2DcXyPkVqxg9mCQCGNLomY I've attached the logs you might need, the NOTWL tree mesh, the LOD mesh, and the texture files generated by Texgen. If you have time, I'd appreciate it if you could take a look. Thank you as always.
sheson Posted Tuesday at 08:54 AM Author Posted Tuesday at 08:54 AM 1 hour ago, aazz said: Hello. I apologize for asking questions every day, but I have a problem that won't be resolved no matter how many times I try to restart. I'm using Nature of the Wild Lands and the LOD of level0 and Billboard1 are very different. When I looked at the DynDOLOD_SSE_Tree_Report report, the level0 lod of this tree is pine_common_big03_summer_9545d40fpassthru_lod.nif. When you open the nif file, it looks like this, but in the game, all the leaves are gone. This is the texture of Billboard1 generated in texgen. I think Billboard1 is output normally, but the problem is that all the leaves on level 0 have disappeared. https://mega.nz/file/eFJQjAbY#Ero9JhEX3onm9_9gkIMKE2DcXyPkVqxg9mCQCGNLomY I've attached the logs you might need, the NOTWL tree mesh, the LOD mesh, and the texture files generated by Texgen. If you have time, I'd appreciate it if you could take a look. Thank you as always. The provided log and debug log do not show a LOD generation session. Post a useful screenshot of the full model with more informative console and a close-up of the LOD model with tfc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots The tree LOD billboard texture is not used by the 3D LOD model.
RainingTacco Posted Friday at 12:00 PM Posted Friday at 12:00 PM (edited) Why Dyndolod disallows sse terrain tamriel extend to be in the load order? What harm it does during generation, because for sure i dont see any harm during normal gameplay. Also the lod rules in the window could be alphabetically sorted for ease of finding. Oh and when using parent child option, the grass doesnt render near the walls like in whiterun, only the grass lod is rendered. Seems that its a limitation since everything outside walls can't render actual grass i guess as its all lod. Edited Friday at 12:12 PM by RainingTacco
sheson Posted Friday at 01:49 PM Author Posted Friday at 01:49 PM 1 hour ago, RainingTacco said: Why Dyndolod disallows sse terrain tamriel extend to be in the load order? What harm it does during generation, because for sure i dont see any harm during normal gameplay. Also the lod rules in the window could be alphabetically sorted for ease of finding. Oh and when using parent child option, the grass doesnt render near the walls like in whiterun, only the grass lod is rendered. Seems that its a limitation since everything outside walls can't render actual grass i guess as its all lod. https://dyndolod.info/Help/xLODGen#Requirements Remove or disable the plugin after terrain LOD generation. The restored Tamriel terrain data is for xLODGen terrain LOD generation only. It is not supposed to be loaded in the game. Any plugin being active while generating the LOD patch with DynDOLOD may end up as a master in the patch plugins. it is disallowed in order to protect users that do not RTFM or do not understand the consequences and because it makes no sense for the plugin to be loaded when not generating terrain LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Notes The order of rules matters. Rules at the top match before rules at bottom. ATM sorting alphabetically would affect which rules match first. As explained in https://dyndolod.info/Help/Child-Parent-Worldspace-Copies, these features copy references. Grass is not placed references. The LOD area starts outside the active cells and not directly outside the walls. Grass is disabled in the Whiterun Worldspace by default. See https://dyndolod.info/Help/DynDOLOD-Resources#Visual-Options Whiterun Exterior Grass contains a patch file that enables grass to be rendered outside the town walls when being inside the WhiterunWorld city worldspace.
RainingTacco Posted Friday at 03:01 PM Posted Friday at 03:01 PM (edited) 1 hour ago, sheson said: https://dyndolod.info/Help/xLODGen#Requirements Remove or disable the plugin after terrain LOD generation. The restored Tamriel terrain data is for xLODGen terrain LOD generation only. It is not supposed to be loaded in the game. Any plugin being active while generating the LOD patch with DynDOLOD may end up as a master in the patch plugins. it is disallowed in order to protect users that do not RTFM or do not understand the consequences and because it makes no sense for the plugin to be loaded when not generating terrain LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Notes The order of rules matters. Rules at the top match before rules at bottom. ATM sorting alphabetically would affect which rules match first. As explained in https://dyndolod.info/Help/Child-Parent-Worldspace-Copies, these features copy references. Grass is not placed references. The LOD area starts outside the active cells and not directly outside the walls. Grass is disabled in the Whiterun Worldspace by default. See https://dyndolod.info/Help/DynDOLOD-Resources#Visual-Options Whiterun Exterior Grass contains a patch file that enables grass to be rendered outside the town walls when being inside the WhiterunWorld city worldspace. If something is not tangential to generating object lod like sse terrain tamriel extended, then its not a dyndolod job to nanny sit a user. You should not care if someone runs synthesis patcher or else that might add it as master, anyway nothing should be run after dyndolod, so your point is moot. Ok. if the order of the rules is important, then that make sense, it could come handy if clicking on the tab would sort it, similarily to mo2 filtering with priority number at the side, showing you the actual order of loading. Ok. i thought that i dont need whiterun exterior grass patch, but if that allows the grass to be loaded and not have the bare terrain between walls and the lod, then i will install it. I though i installed it, maybe i reinstalled it without that option thinking parent child tick in dyndolod is enough to fulfil that contract, but it looks like both are needed. And i will nag you again to place all the settings files in a root/top folder where you can easily NOT overwrite them when updating the dyndolod software, unless its specifically mentioned in changelog to do so or in software prompt at start. Edited Friday at 03:10 PM by RainingTacco
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